/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
/*
==============================================================================

SUPERTANK

==============================================================================
*/

#include "g_local.h"
#include "m_supertank.h"

qboolean visible(edict_t *self, edict_t *other);

static int  sound_pain1;
static int  sound_pain2;
static int  sound_pain3;
static int  sound_death;
static int  sound_search1;
static int  sound_search2;

static  int tread_sound;

void BossExplode(edict_t *self);

void TreadSound(edict_t *self)
{
    gi.sound(self, CHAN_VOICE, tread_sound, 1, ATTN_NORM, 0);
}

void supertank_search(edict_t *self)
{
    if (random() < 0.5)
        gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
    else
        gi.sound(self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
}


void supertank_dead(edict_t *self);
void supertankRocket(edict_t *self);
void supertankMachineGun(edict_t *self);
void supertank_reattack1(edict_t *self);


//
// stand
//

mframe_t supertank_frames_stand [] = {
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL }
};
mmove_t supertank_move_stand = {FRAME_stand_1, FRAME_stand_60, supertank_frames_stand, NULL};

void supertank_stand(edict_t *self)
{
    self->monsterinfo.currentmove = &supertank_move_stand;
}


mframe_t supertank_frames_run [] = {
    { ai_run, 12, TreadSound },
    { ai_run, 12, NULL },
    { ai_run, 12, NULL },
    { ai_run, 12, NULL },
    { ai_run, 12, NULL },
    { ai_run, 12, NULL },
    { ai_run, 12, NULL },
    { ai_run, 12, NULL },
    { ai_run, 12, NULL },
    { ai_run, 12, NULL },
    { ai_run, 12, NULL },
    { ai_run, 12, NULL },
    { ai_run, 12, NULL },
    { ai_run, 12, NULL },
    { ai_run, 12, NULL },
    { ai_run, 12, NULL },
    { ai_run, 12, NULL },
    { ai_run, 12, NULL }
};
mmove_t supertank_move_run = {FRAME_forwrd_1, FRAME_forwrd_18, supertank_frames_run, NULL};

//
// walk
//


mframe_t supertank_frames_forward [] = {
    { ai_walk, 4, TreadSound },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL }
};
mmove_t supertank_move_forward = {FRAME_forwrd_1, FRAME_forwrd_18, supertank_frames_forward, NULL};

void supertank_forward(edict_t *self)
{
    self->monsterinfo.currentmove = &supertank_move_forward;
}

void supertank_walk(edict_t *self)
{
    self->monsterinfo.currentmove = &supertank_move_forward;
}

void supertank_run(edict_t *self)
{
    if (self->monsterinfo.aiflags & AI_STAND_GROUND)
        self->monsterinfo.currentmove = &supertank_move_stand;
    else
        self->monsterinfo.currentmove = &supertank_move_run;
}

mframe_t supertank_frames_turn_right [] = {
    { ai_move,    0,  TreadSound },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL }
};
mmove_t supertank_move_turn_right = {FRAME_right_1, FRAME_right_18, supertank_frames_turn_right, supertank_run};

mframe_t supertank_frames_turn_left [] = {
    { ai_move,    0,  TreadSound },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL }
};
mmove_t supertank_move_turn_left = {FRAME_left_1, FRAME_left_18, supertank_frames_turn_left, supertank_run};


mframe_t supertank_frames_pain3 [] = {
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL }
};
mmove_t supertank_move_pain3 = {FRAME_pain3_9, FRAME_pain3_12, supertank_frames_pain3, supertank_run};

mframe_t supertank_frames_pain2 [] = {
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL }
};
mmove_t supertank_move_pain2 = {FRAME_pain2_5, FRAME_pain2_8, supertank_frames_pain2, supertank_run};

mframe_t supertank_frames_pain1 [] = {
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL }
};
mmove_t supertank_move_pain1 = {FRAME_pain1_1, FRAME_pain1_4, supertank_frames_pain1, supertank_run};

mframe_t supertank_frames_death1 [] = {
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  BossExplode }
};
mmove_t supertank_move_death = {FRAME_death_1, FRAME_death_24, supertank_frames_death1, supertank_dead};

mframe_t supertank_frames_backward[] = {
    { ai_walk, 0, TreadSound },
    { ai_walk, 0, NULL },
    { ai_walk, 0, NULL },
    { ai_walk, 0, NULL },
    { ai_walk, 0, NULL },
    { ai_walk, 0, NULL },
    { ai_walk, 0, NULL },
    { ai_walk, 0, NULL },
    { ai_walk, 0, NULL },
    { ai_walk, 0, NULL },
    { ai_walk, 0, NULL },
    { ai_walk, 0, NULL },
    { ai_walk, 0, NULL },
    { ai_walk, 0, NULL },
    { ai_walk, 0, NULL },
    { ai_walk, 0, NULL },
    { ai_walk, 0, NULL },
    { ai_walk, 0, NULL }
};
mmove_t supertank_move_backward = {FRAME_backwd_1, FRAME_backwd_18, supertank_frames_backward, NULL};

mframe_t supertank_frames_attack4[] = {
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL }
};
mmove_t supertank_move_attack4 = {FRAME_attak4_1, FRAME_attak4_6, supertank_frames_attack4, supertank_run};

mframe_t supertank_frames_attack3[] = {
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL }
};
mmove_t supertank_move_attack3 = {FRAME_attak3_1, FRAME_attak3_27, supertank_frames_attack3, supertank_run};

mframe_t supertank_frames_attack2[] = {
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  supertankRocket },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  supertankRocket },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  supertankRocket },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL }
};
mmove_t supertank_move_attack2 = {FRAME_attak2_1, FRAME_attak2_27, supertank_frames_attack2, supertank_run};

mframe_t supertank_frames_attack1[] = {
    { ai_charge,  0,  supertankMachineGun },
    { ai_charge,  0,  supertankMachineGun },
    { ai_charge,  0,  supertankMachineGun },
    { ai_charge,  0,  supertankMachineGun },
    { ai_charge,  0,  supertankMachineGun },
    { ai_charge,  0,  supertankMachineGun },

};
mmove_t supertank_move_attack1 = {FRAME_attak1_1, FRAME_attak1_6, supertank_frames_attack1, supertank_reattack1};

mframe_t supertank_frames_end_attack1[] = {
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL }
};
mmove_t supertank_move_end_attack1 = {FRAME_attak1_7, FRAME_attak1_20, supertank_frames_end_attack1, supertank_run};


void supertank_reattack1(edict_t *self)
{
    if (visible(self, self->enemy))
        if (random() < 0.9)
            self->monsterinfo.currentmove = &supertank_move_attack1;
        else
            self->monsterinfo.currentmove = &supertank_move_end_attack1;
    else
        self->monsterinfo.currentmove = &supertank_move_end_attack1;
}

void supertank_pain(edict_t *self, edict_t *other, float kick, int damage)
{

    if (self->health < (self->max_health / 2))
        self->s.skinnum = 1;

    if (level.time < self->pain_debounce_time)
        return;

    // Lessen the chance of him going into his pain frames
    if (damage <= 25)
        if (random() < 0.2)
            return;

    // Don't go into pain if he's firing his rockets
    if (skill->value >= 2)
        if ((self->s.frame >= FRAME_attak2_1) && (self->s.frame <= FRAME_attak2_14))
            return;

    self->pain_debounce_time = level.time + 3;

    if (skill->value == 3)
        return;     // no pain anims in nightmare

    if (damage <= 10) {
        gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
        self->monsterinfo.currentmove = &supertank_move_pain1;
    } else if (damage <= 25) {
        gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0);
        self->monsterinfo.currentmove = &supertank_move_pain2;
    } else {
        gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
        self->monsterinfo.currentmove = &supertank_move_pain3;
    }
}


void supertankRocket(edict_t *self)
{
    vec3_t  forward, right;
    vec3_t  start;
    vec3_t  dir;
    vec3_t  vec;
    int     flash_number;

    if (self->s.frame == FRAME_attak2_8)
        flash_number = MZ2_SUPERTANK_ROCKET_1;
    else if (self->s.frame == FRAME_attak2_11)
        flash_number = MZ2_SUPERTANK_ROCKET_2;
    else // (self->s.frame == FRAME_attak2_14)
        flash_number = MZ2_SUPERTANK_ROCKET_3;

    AngleVectors(self->s.angles, forward, right, NULL);
    G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, right, start);

    VectorCopy(self->enemy->s.origin, vec);
    vec[2] += self->enemy->viewheight;
    VectorSubtract(vec, start, dir);
    VectorNormalize(dir);

    monster_fire_rocket(self, start, dir, 50, 500, flash_number);
}

void supertankMachineGun(edict_t *self)
{
    vec3_t  dir;
    vec3_t  vec;
    vec3_t  start;
    vec3_t  forward, right;
    int     flash_number;

    flash_number = MZ2_SUPERTANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak1_1);

    //FIXME!!!
    dir[0] = 0;
    dir[1] = self->s.angles[1];
    dir[2] = 0;

    AngleVectors(dir, forward, right, NULL);
    G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, right, start);

    if (self->enemy) {
        VectorCopy(self->enemy->s.origin, vec);
        VectorMA(vec, 0, self->enemy->velocity, vec);
        vec[2] += self->enemy->viewheight;
        VectorSubtract(vec, start, forward);
        VectorNormalize(forward);
    }

    monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}


void supertank_attack(edict_t *self)
{
    vec3_t  vec;
    float   range;
    //float r;

    VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
    range = VectorLength(vec);

    //r = random();

    // Attack 1 == Chaingun
    // Attack 2 == Rocket Launcher

    if (range <= 160) {
        self->monsterinfo.currentmove = &supertank_move_attack1;
    } else {
        // fire rockets more often at distance
        if (random() < 0.3)
            self->monsterinfo.currentmove = &supertank_move_attack1;
        else
            self->monsterinfo.currentmove = &supertank_move_attack2;
    }
}


//
// death
//

void supertank_dead(edict_t *self)
{
    VectorSet(self->mins, -60, -60, 0);
    VectorSet(self->maxs, 60, 60, 72);
    self->movetype = MOVETYPE_TOSS;
    self->svflags |= SVF_DEADMONSTER;
    self->nextthink = 0;
    gi.linkentity(self);
}


void BossExplode(edict_t *self)
{
    vec3_t  org;
    int     n;

    self->think = BossExplode;
    VectorCopy(self->s.origin, org);
    org[2] += 24 + (rand() & 15);
    switch (self->count++) {
    case 0:
        org[0] -= 24;
        org[1] -= 24;
        break;
    case 1:
        org[0] += 24;
        org[1] += 24;
        break;
    case 2:
        org[0] += 24;
        org[1] -= 24;
        break;
    case 3:
        org[0] -= 24;
        org[1] += 24;
        break;
    case 4:
        org[0] -= 48;
        org[1] -= 48;
        break;
    case 5:
        org[0] += 48;
        org[1] += 48;
        break;
    case 6:
        org[0] -= 48;
        org[1] += 48;
        break;
    case 7:
        org[0] += 48;
        org[1] -= 48;
        break;
    case 8:
        self->s.sound = 0;
        for (n = 0; n < 4; n++)
            ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", 500, GIB_ORGANIC);
        for (n = 0; n < 8; n++)
            ThrowGib(self, "models/objects/gibs/sm_metal/tris.md2", 500, GIB_METALLIC);
        ThrowGib(self, "models/objects/gibs/chest/tris.md2", 500, GIB_ORGANIC);
        ThrowHead(self, "models/objects/gibs/gear/tris.md2", 500, GIB_METALLIC);
        self->deadflag = DEAD_DEAD;
        return;
    }

    gi.WriteByte(svc_temp_entity);
    gi.WriteByte(TE_EXPLOSION1);
    gi.WritePosition(org);
    gi.multicast(self->s.origin, MULTICAST_PVS);

    self->nextthink = level.time + 0.1;
}


void supertank_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
    gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
    self->deadflag = DEAD_DEAD;
    self->takedamage = DAMAGE_NO;
    self->count = 0;
    self->monsterinfo.currentmove = &supertank_move_death;
}

//
// monster_supertank
//

/*QUAKED monster_supertank (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight
*/
void SP_monster_supertank(edict_t *self)
{
    if (deathmatch->value) {
        G_FreeEdict(self);
        return;
    }

    sound_pain1 = gi.soundindex("bosstank/btkpain1.wav");
    sound_pain2 = gi.soundindex("bosstank/btkpain2.wav");
    sound_pain3 = gi.soundindex("bosstank/btkpain3.wav");
    sound_death = gi.soundindex("bosstank/btkdeth1.wav");
    sound_search1 = gi.soundindex("bosstank/btkunqv1.wav");
    sound_search2 = gi.soundindex("bosstank/btkunqv2.wav");

//  self->s.sound = gi.soundindex ("bosstank/btkengn1.wav");
    tread_sound = gi.soundindex("bosstank/btkengn1.wav");

    self->movetype = MOVETYPE_STEP;
    self->solid = SOLID_BBOX;
    self->s.modelindex = gi.modelindex("models/monsters/boss1/tris.md2");
    VectorSet(self->mins, -64, -64, 0);
    VectorSet(self->maxs, 64, 64, 112);

    self->health = 1500;
    self->gib_health = -500;
    self->mass = 800;

    self->pain = supertank_pain;
    self->die = supertank_die;
    self->monsterinfo.stand = supertank_stand;
    self->monsterinfo.walk = supertank_walk;
    self->monsterinfo.run = supertank_run;
    self->monsterinfo.dodge = NULL;
    self->monsterinfo.attack = supertank_attack;
    self->monsterinfo.search = supertank_search;
    self->monsterinfo.melee = NULL;
    self->monsterinfo.sight = NULL;

    gi.linkentity(self);

    self->monsterinfo.currentmove = &supertank_move_stand;
    self->monsterinfo.scale = MODEL_SCALE;

    walkmonster_start(self);
}
